mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 18:40:02 +00:00
262 lines
8.4 KiB
C++
262 lines
8.4 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "Restart.h"
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#include "Zones.h"
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#include "PathFind.h"
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uint8 &CRestart::OverrideHospitalLevel = *(uint8*)0x95CD4C;
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uint8 &CRestart::OverridePoliceStationLevel = *(uint8*)0x95CD50;
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bool &CRestart::bFadeInAfterNextArrest = *(bool*)0x95CD69;
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bool &CRestart::bFadeInAfterNextDeath = *(bool*)0x95CD9D;
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bool &CRestart::bOverrideRestart = *(bool*)0x95CD5D;
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CVector &CRestart::OverridePosition = *(CVector*)0x8E2C00;
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float &CRestart::OverrideHeading = *(float*)0x8F2A18;
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CVector(&CRestart::HospitalRestartPoints)[NUM_RESTART_POINTS] = *(CVector(*)[NUM_RESTART_POINTS])*(uintptr*)0x87F9B0;
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float(&CRestart::HospitalRestartHeadings)[NUM_RESTART_POINTS] = *(float(*)[NUM_RESTART_POINTS])*(uintptr*)0x6F1D40;
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uint16 &CRestart::NumberOfHospitalRestarts = *(uint16*)0x95CC46;
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CVector(&CRestart::PoliceRestartPoints)[NUM_RESTART_POINTS] = *(CVector(*)[NUM_RESTART_POINTS])*(uintptr*)0x846228;
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float(&CRestart::PoliceRestartHeadings)[NUM_RESTART_POINTS] = *(float(*)[NUM_RESTART_POINTS])*(uintptr*)0x6F1D20;
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uint16 &CRestart::NumberOfPoliceRestarts = *(uint16*)0x95CC44;
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void
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CRestart::Initialise()
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{
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OverridePoliceStationLevel = LEVEL_NONE;
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OverrideHospitalLevel = LEVEL_NONE;
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bFadeInAfterNextArrest = true;
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bFadeInAfterNextDeath = true;
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OverrideHeading = 0.0f;
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OverridePosition = CVector(0.0f, 0.0f, 0.0f);
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bOverrideRestart = false;
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NumberOfPoliceRestarts = 0;
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NumberOfHospitalRestarts = 0;
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for (int i = 0; i < NUM_RESTART_POINTS; i++) {
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HospitalRestartPoints[i] = CVector(0.0f, 0.0f, 0.0f);
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HospitalRestartHeadings[i] = 0.0f;
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PoliceRestartPoints[i] = CVector(0.0f, 0.0f, 0.0f);
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PoliceRestartHeadings[i] = 0.0f;
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}
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}
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void
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CRestart::AddHospitalRestartPoint(const CVector &pos, float heading)
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{
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HospitalRestartPoints[NumberOfHospitalRestarts] = pos;
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HospitalRestartHeadings[NumberOfHospitalRestarts++] = heading;
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}
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void
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CRestart::AddPoliceRestartPoint(const CVector &pos, float heading)
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{
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PoliceRestartPoints[NumberOfPoliceRestarts] = pos;
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PoliceRestartHeadings[NumberOfPoliceRestarts++] = heading;
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}
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void
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CRestart::OverrideNextRestart(const CVector &pos, float heading)
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{
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bOverrideRestart = true;
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OverridePosition = pos;
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OverrideHeading = heading;
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}
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void
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CRestart::CancelOverrideRestart()
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{
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bOverrideRestart = false;
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}
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void
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CRestart::FindClosestHospitalRestartPoint(const CVector &pos, CVector *outPos, float *outHeading)
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{
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if (bOverrideRestart) {
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*outPos = OverridePosition;
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*outHeading = OverrideHeading;
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CancelOverrideRestart();
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return;
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}
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eLevelName curlevel = CTheZones::FindZoneForPoint(pos);
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float fMinDist = 16000000.0f;
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int closestPoint = NUM_RESTART_POINTS;
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// find closest point on this level
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for (int i = 0; i < NumberOfHospitalRestarts; i++) {
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if (CTheZones::FindZoneForPoint(HospitalRestartPoints[i]) == (OverrideHospitalLevel != LEVEL_NONE ? OverrideHospitalLevel : curlevel)) {
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float dist = (pos - HospitalRestartPoints[i]).MagnitudeSqr();
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if (fMinDist >= dist) {
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fMinDist = dist;
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closestPoint = i;
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}
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}
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}
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// if we didn't find anything, find closest point on any level
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if (closestPoint == NUM_RESTART_POINTS) {
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for (int i = 0; i < NumberOfHospitalRestarts; i++) {
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float dist = (pos - HospitalRestartPoints[i]).MagnitudeSqr();
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if (fMinDist >= dist) {
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fMinDist = dist;
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closestPoint = i;
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}
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}
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}
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// if we still didn't find anything, find closest path node
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if (closestPoint == NUM_RESTART_POINTS) {
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*outPos = ThePaths.m_pathNodes[ThePaths.FindNodeClosestToCoors(pos, PATH_PED, 999999.9f)].pos;
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*outHeading = 0.0f;
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printf("Couldn't find a hospital restart zone near the player %f %f %f->%f %f %f\n", pos.x, pos.y, pos.z, outPos->x, outPos->y, outPos->z);
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} else {
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*outPos = HospitalRestartPoints[closestPoint];
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*outHeading = HospitalRestartHeadings[closestPoint];
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}
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}
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void
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CRestart::FindClosestPoliceRestartPoint(const CVector &pos, CVector *outPos, float *outHeading)
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{
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if (bOverrideRestart) {
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*outPos = OverridePosition;
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*outHeading = OverrideHeading;
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CancelOverrideRestart();
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return;
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}
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eLevelName curlevel = CTheZones::FindZoneForPoint(pos);
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float fMinDist = 16000000.0f;
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int closestPoint = NUM_RESTART_POINTS;
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// find closest point on this level
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for (int i = 0; i < NumberOfPoliceRestarts; i++) {
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if (CTheZones::FindZoneForPoint(PoliceRestartPoints[i]) == (OverridePoliceStationLevel != LEVEL_NONE ? OverridePoliceStationLevel : curlevel)) {
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float dist = (pos - PoliceRestartPoints[i]).MagnitudeSqr();
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if (fMinDist >= dist) {
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fMinDist = dist;
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closestPoint = i;
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}
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}
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}
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// if we didn't find anything, find closest point on any level
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if (closestPoint == NUM_RESTART_POINTS) {
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for (int i = 0; i < NumberOfPoliceRestarts; i++) {
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float dist = (pos - PoliceRestartPoints[i]).MagnitudeSqr();
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if (fMinDist >= dist) {
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fMinDist = dist;
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closestPoint = i;
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}
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}
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}
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// if we still didn't find anything, find closest path node
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if (closestPoint == NUM_RESTART_POINTS) {
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printf("Couldn't find a police restart zone near the player\n");
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*outPos = ThePaths.m_pathNodes[ThePaths.FindNodeClosestToCoors(pos, PATH_PED, 999999.9f)].pos;
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*outHeading = 0.0f;
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} else {
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*outPos = PoliceRestartPoints[closestPoint];
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*outHeading = PoliceRestartHeadings[closestPoint];
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}
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}
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void
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CRestart::LoadAllRestartPoints(uint8 *buf, uint32 size)
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{
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Initialise();
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INITSAVEBUF
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CheckSaveHeader(buf, 'R','S','T','\0', size - SAVE_HEADER_SIZE);
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for (int i = 0; i < NUM_RESTART_POINTS; i++) {
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HospitalRestartPoints[i] = ReadSaveBuf<CVector>(buf);
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HospitalRestartHeadings[i] = ReadSaveBuf<float>(buf);
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}
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for (int i = 0; i < NUM_RESTART_POINTS; i++) {
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PoliceRestartPoints[i] = ReadSaveBuf<CVector>(buf);
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PoliceRestartHeadings[i] = ReadSaveBuf<float>(buf);
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}
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NumberOfHospitalRestarts = ReadSaveBuf<uint16>(buf);
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NumberOfPoliceRestarts = ReadSaveBuf<uint16>(buf);
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bOverrideRestart = ReadSaveBuf<bool>(buf);
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// skip something unused
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ReadSaveBuf<uint8>(buf);
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ReadSaveBuf<uint16>(buf);
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OverridePosition = ReadSaveBuf<CVector>(buf);
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OverrideHeading = ReadSaveBuf<float>(buf);
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bFadeInAfterNextDeath = ReadSaveBuf<bool>(buf);
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bFadeInAfterNextArrest = ReadSaveBuf<bool>(buf);
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OverrideHospitalLevel = ReadSaveBuf<uint8>(buf);
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OverridePoliceStationLevel = ReadSaveBuf<uint8>(buf);
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VALIDATESAVEBUF(size);
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}
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void
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CRestart::SaveAllRestartPoints(uint8 *buf, uint32 *size)
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{
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*size = SAVE_HEADER_SIZE
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+ sizeof(HospitalRestartPoints)
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+ sizeof(HospitalRestartHeadings)
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+ sizeof(PoliceRestartPoints)
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+ sizeof(PoliceRestartHeadings)
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+ sizeof(NumberOfHospitalRestarts)
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+ sizeof(NumberOfPoliceRestarts)
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+ sizeof(bOverrideRestart)
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+ sizeof(uint8)
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+ sizeof(uint16)
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+ sizeof(OverridePosition)
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+ sizeof(OverrideHeading)
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+ sizeof(bFadeInAfterNextDeath)
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+ sizeof(bFadeInAfterNextArrest)
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+ sizeof(OverrideHospitalLevel)
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+ sizeof(OverridePoliceStationLevel); // == 292
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INITSAVEBUF
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WriteSaveHeader(buf, 'R','S','T','\0', *size - SAVE_HEADER_SIZE);
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for (int i = 0; i < NUM_RESTART_POINTS; i++) {
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WriteSaveBuf(buf, HospitalRestartPoints[i]);
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WriteSaveBuf(buf, HospitalRestartHeadings[i]);
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}
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for (int i = 0; i < NUM_RESTART_POINTS; i++) {
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WriteSaveBuf(buf, PoliceRestartPoints[i]);
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WriteSaveBuf(buf, PoliceRestartHeadings[i]);
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}
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WriteSaveBuf(buf, NumberOfHospitalRestarts);
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WriteSaveBuf(buf, NumberOfPoliceRestarts);
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WriteSaveBuf(buf, bOverrideRestart);
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WriteSaveBuf(buf, (uint8)0);
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WriteSaveBuf(buf, (uint16)0);
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WriteSaveBuf(buf, OverridePosition);
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WriteSaveBuf(buf, OverrideHeading);
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WriteSaveBuf(buf, bFadeInAfterNextDeath);
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WriteSaveBuf(buf, bFadeInAfterNextArrest);
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WriteSaveBuf(buf, OverrideHospitalLevel);
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WriteSaveBuf(buf, OverridePoliceStationLevel);
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VALIDATESAVEBUF(*size);
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}
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STARTPATCHES
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InjectHook(0x435E20, &CRestart::Initialise, PATCH_JUMP);
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InjectHook(0x436100, &CRestart::AddHospitalRestartPoint, PATCH_JUMP);
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InjectHook(0x436150, &CRestart::AddPoliceRestartPoint, PATCH_JUMP);
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InjectHook(0x4366C0, &CRestart::OverrideNextRestart, PATCH_JUMP);
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InjectHook(0x4366F0, &CRestart::CancelOverrideRestart, PATCH_JUMP);
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InjectHook(0x4361A0, &CRestart::FindClosestHospitalRestartPoint, PATCH_JUMP);
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InjectHook(0x436450, &CRestart::FindClosestPoliceRestartPoint, PATCH_JUMP);
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InjectHook(0x436B20, &CRestart::LoadAllRestartPoints, PATCH_JUMP);
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InjectHook(0x436700, &CRestart::SaveAllRestartPoints, PATCH_JUMP);
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ENDPATCHES |